Signal
Documentation of signal-related Synapse Z environment functions
getconnections
table<SynConnection> getconnections(signal: RBXScriptSignal)
returns a list of all connections to the specified signal, see SynConnection
firesignal
void firesignal(signal: RBXScriptSignal, ...)
fires the signal connections (ignoring core/c connections)
getsignalarguments
table<string> getsignalarguments(signal: RBXScriptSignal)
returns signal argument types
cfiresignal
void cfiresignal(signal: RBXScriptSignal, ...)
fires all signal connections, arguments must be of correct types
cansignalreplicate
bool cansignalreplicate(signal: RBXScriptSignal)
returns whenever the signal can replicate or not
replicatesignal
void replicatesignal(signal: RBXScriptSignal, ...)
replicates the signal invocation to the server, arguments must be of correct types
hooksignal
void hooksignal(signal: RBXScriptSignal, hook: function)
hooks the signal connections (ignoring core/c connections), example:
hooksignal(game.Changed, function(connection, ...)
return
true, -- call the original connection function?
... -- arguments to pass to the connection function
end)
restoresignal
void restoresignal(signal: RBXScriptSignal)
restores the specified signal connections, errors if not hooked
issignalhooked
bool issignalhooked(signal: RBXScriptSignal)
returns whenever the signal is hooked or not
geteventmember
RBXScriptSignal geteventmember(instance: Instance, event_name: string)
returns the specified signal of the instance, allowing to connect to nonscriptable signals